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How often do you use the Inspiration rules?
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<blockquote data-quote="Swarmkeeper" data-source="post: 7566264" data-attributes="member: 6921763"><p>As a DM, I'll award inspiration when a character does something particularly cool that advances the story or simply because it created a memorable moment at the table. The latter often involves playing to a flaw. But the main source of inspiration at our table is what we've dubbed the "Players' Choice Inspiration Award". At the end of every session, each player (we usually have between 6 and 8 players) votes for their top two choices for the PC that deserves an inspiration point, along with a quick detail for why they deserve it. It provides another reason for the players to pay attention, entertains me to read the votes a few hours after the session, and provides some fodder for my session recap. Side note: We've house-ruled that you can stack up to 3 inspiration points. </p><p></p><p>As for crit fails, I used to have a 3d6 table that had increasingly bad things happen based on the probability of the roll. So a 10 or 11 was a comical miss whereas a 3 or 18 could result in a broken weapon. Lately, we've moved passed that and I just let the player determine the scope of the failure. For example, in last night's session, the monk crit-failed on an attack with his short sword while in a battle against tentacles that were wrapped around their small sailing vessel. He said the slime from the battle made the weapon slip from his hand and end up overboard. After the battle, that failure created a fantastic scene where the water genasi sorcerer dove overboard to inspect the bottom of the ship and then proceeded down into the depths of the sea to see if he could find his friend's short sword. It was there he encountered the storm giant (holding the sword) who was the hook for the next session. I had no idea how I was going to have them meet up with the storm giant before the end of the session but was quite pleased with how a crit fail helped to create an organically cool moment.</p><p></p><p>As long as we are mentioning crit fails, I'll throw this out there for critical hits. Instead of doubling the dice, I allow PCs (and monsters!) to max out the initial dice, then roll again. Nothing worse than following up the excitement of a critical hit with double 1s on the damage dice, IMO. Also, for the rare case of rolling double 20s on an attack - hmm... maybe due to taking advantage with inspiration (that came around nicely) - I'll have them max the initial dice and the crit dice AND roll the initial set again.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7566264, member: 6921763"] As a DM, I'll award inspiration when a character does something particularly cool that advances the story or simply because it created a memorable moment at the table. The latter often involves playing to a flaw. But the main source of inspiration at our table is what we've dubbed the "Players' Choice Inspiration Award". At the end of every session, each player (we usually have between 6 and 8 players) votes for their top two choices for the PC that deserves an inspiration point, along with a quick detail for why they deserve it. It provides another reason for the players to pay attention, entertains me to read the votes a few hours after the session, and provides some fodder for my session recap. Side note: We've house-ruled that you can stack up to 3 inspiration points. As for crit fails, I used to have a 3d6 table that had increasingly bad things happen based on the probability of the roll. So a 10 or 11 was a comical miss whereas a 3 or 18 could result in a broken weapon. Lately, we've moved passed that and I just let the player determine the scope of the failure. For example, in last night's session, the monk crit-failed on an attack with his short sword while in a battle against tentacles that were wrapped around their small sailing vessel. He said the slime from the battle made the weapon slip from his hand and end up overboard. After the battle, that failure created a fantastic scene where the water genasi sorcerer dove overboard to inspect the bottom of the ship and then proceeded down into the depths of the sea to see if he could find his friend's short sword. It was there he encountered the storm giant (holding the sword) who was the hook for the next session. I had no idea how I was going to have them meet up with the storm giant before the end of the session but was quite pleased with how a crit fail helped to create an organically cool moment. As long as we are mentioning crit fails, I'll throw this out there for critical hits. Instead of doubling the dice, I allow PCs (and monsters!) to max out the initial dice, then roll again. Nothing worse than following up the excitement of a critical hit with double 1s on the damage dice, IMO. Also, for the rare case of rolling double 20s on an attack - hmm... maybe due to taking advantage with inspiration (that came around nicely) - I'll have them max the initial dice and the crit dice AND roll the initial set again. [/QUOTE]
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How often do you use the Inspiration rules?
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